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Voltaic Burst Card Review

I feel like people are underrating this card a bit. While summoning 2x 1/1 for 2 mana in total (not exactly, 1+1 overload is generally better than 2 mana) is pretty bad, if you consider the fact that they have Rush and that Shaman has lots of Token synergies, then it suddenly might look much better. Normally, lots of times those 1/1’s wouldn’t stack, because your opponent would kill them to play around exactly those synergies.

But with Rush, it’s a different story. Just for example – if you have Flametongue Totem on the board, then you get 2x 3/1 instead of 2x 1/1 to trade with. You can play them on your Bloodlust turn to trade for 8 extra damage, or just push through a Taunt. They have synergy with Knife Juggler, Sea Giant and such. It also combos really well with the new Thunderhead guy, summoning four tokens with Rush.

So yeah, this card is 2 damage for 2 mana, but that’s only the worst case scenario. If you play it in a Token Shaman deck, you will nearly always get more, sometimes much more. I like it and while it alone won’t be enough to push Token Shaman, add some more synergies and it might be a solid deck.

36 Comments

I find this card pretty interesting.
1. This card, is summoning 2 ELEMENTALS, meaning it could fit in a elemental deck. It can be used with Earthen Might creating a 3/3 minion with rush, and 1/1 rush for 3 mana.
2.This can be used in instances where there is a divine shield minion and you can spend and easy 1 to get rid of that shield.
3. And finally, as other people on this comment section have said it can

I mean, in the first place a pure elemental deck for shaman is so oversaturated with decent cards that thisll never see play in that. furthermore, earthen might synergizes with this but it really doesn’t make it worth it enough to put this card in the deck

The design of this card should be played is very situational but since it’s a Shaman card I don’t mind it. Shaman has the best cards out of all classes so one or two bad cards don’t hurt. Especially if you’re playing in wild.

Obvious comparisons are Lost in the Jungle, Alleycat, Living Roots. This card… can’t work as a 1-drop, since the Overload on 2 is a massive tempo loss. It’s only useful if you can combo it with Flametongue Totem, Witch’s Cauldron, Cult Master or Bloodlust (or similar shenanigans). It has potential in the mid-game, but the fact that you can’t play it on 1 (as it should be), is a huge bummer. So 2/5 stars.

I feel like it’s more of a turn 3 card, unless your opponent is play like aggro pally or something very aggressive. This way you could combo something off of it immediately: Flametongue, Earthen Might, Dire Wolf, etc.

wHY one Earth does this overload you. Living roots shurely didn;t overload the druid. And it is more consistent. There already is Zap. Why do you want a second copy of zapp that costs one more?. On top of that those spark they wil lnot count as if you played elemental so they will not synergize with the ungoro elementals. And even spell power will not boost them. Flametongue may make this card better for board clears But it comes at a time that flametongue totem is getting extinct from the decks.
I can see Gen decks being in demand of this card. But that is not a good card. And if Gen and Baku decks are going to be a reason for crappy cards than they are already not doing what they were intended to do.

I First Saw This Card Through The Actual Spoil (Like The Video In Some Asian language) Because I Wanted To, And I First Thought It Had No Overload, Which would Have Made Perfectly Fine. But The Overload Really Makes It Not That Useful (Even Without The Overload The Card Was Not That Great). 4/5 For The Card I Thought It Was 2/5 For The Actual Card

why do some people capitalize the first letter of every word? On to the actual comment, this card is actually pretty good the more you look at the synergies, Cult Master/Witch’s Cauldron, Flametongue Totem, Primal Talismans, there is just a lot you can do with it to take into consideration. The more I look at it, the more possible a zoo/token shaman deck can be competitive, I have faith it will be at least tier 3.

One mana spells that spawn a pair of 1/1s have been playable in both Druid and Paladin. Granted, Living Roots could also be a damage spell and Lost in the Jungle created Silver Hand Recruits, but this also has its own benifit. That benifit being this is also functionally a damage spell to minions and the sparks are Elementals, so there can be some extra synergy with spells like Earthen Might. It may not be able to contribute or start the Elemental chain, but the tribal tag can have the occasional use.

If Token Shaman or Aggro Shaman ever returns to the meta game, this card will probably be part of that deck.

I think one of the most important bits to this card to mention is simply flametongue totem existing, it’s probably the only reason this has overload in the first place. I’d like to believe that token shaman will be a thing at some point though, just because there’s so much potential.

Even if they are Elementals, you wouldn’t be able to start the Elemental chain with this card since an Elemental has to be played and not just summoned to activate the battlecry of an elemental you’d want to play the turn afterward.

I think that this with Bloodlust would be a quick way to remove some minions. Also the new Shaman legendary wouldn’t be bad with this too. I also like this with flametongue. I think agro shaman might have fun with this.

Electra and Flametongue into this for 12 damage of trades for 6 mana? Half-decent card, though it probably could have afforded to be just a 1 mana do that without overload. Well, gotta push the class Identity I suppose.

The problem is you cannot position around the flametongue if it is already deployed, it would be better as a 1/1 minion that summons another, you could place it, and it would activate elemental synergies next turn.

This will just be one of the best drops for the cauldron since it gives you 2 extra cards for 1 mana.

U can’t say it’s drastically better since the fireflies don’t have rush, so they don’t have an impact on board instantly. Moreover, fireflies + flametongue can’t be played before turn 4 in the same turn, though this card and flametongue can be both played for 3. I wouldn’t say it is better than firefly, or worst, it’s just different goals for different cards